PhysicsTestContext.cpp 4.7 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include "UnitTestFramework.h"
  4. #include "PhysicsTestContext.h"
  5. #include <Physics/Constraints/ContactConstraintManager.h>
  6. #include <Physics/Collision/Shape/BoxShape.h>
  7. #include <Physics/Collision/Shape/SphereShape.h>
  8. #include <Core/JobSystemThreadPool.h>
  9. #include <Core/TempAllocator.h>
  10. #include "Layers.h"
  11. PhysicsTestContext::PhysicsTestContext(float inDeltaTime, int inCollisionSteps, int inIntegrationSubSteps, int inWorkerThreads) :
  12. #ifdef JPH_DISABLE_TEMP_ALLOCATOR
  13. mTempAllocator(new TempAllocatorMalloc()),
  14. #else
  15. mTempAllocator(new TempAllocatorImpl(4 * 1024 * 1024)),
  16. #endif
  17. mJobSystem(new JobSystemThreadPool(cMaxPhysicsJobs, cMaxPhysicsBarriers, inWorkerThreads)),
  18. mDeltaTime(inDeltaTime),
  19. mCollisionSteps(inCollisionSteps),
  20. mIntegrationSubSteps(inIntegrationSubSteps)
  21. {
  22. // Create physics system
  23. mSystem = new PhysicsSystem();
  24. mSystem->Init(1024, 0, 4096, 1024, GetObjectToBroadPhaseLayer(), BroadPhaseCanCollide, ObjectCanCollide);
  25. }
  26. PhysicsTestContext::~PhysicsTestContext()
  27. {
  28. delete mSystem;
  29. delete mJobSystem;
  30. delete mTempAllocator;
  31. }
  32. void PhysicsTestContext::ZeroGravity()
  33. {
  34. mSystem->SetGravity(Vec3::sZero());
  35. }
  36. Body &PhysicsTestContext::CreateFloor()
  37. {
  38. BodyCreationSettings settings;
  39. settings.SetShape(new BoxShape(Vec3(100.0f, 1.0f, 100.0f), 0.0f));
  40. settings.mPosition = Vec3(0.0f, -1.0f, 0.0f);
  41. settings.mMotionType = EMotionType::Static;
  42. settings.mObjectLayer = Layers::NON_MOVING;
  43. Body &floor = *mSystem->GetBodyInterface().CreateBody(settings);
  44. #ifdef _DEBUG
  45. floor.SetDebugName("Floor");
  46. #endif
  47. mSystem->GetBodyInterface().AddBody(floor.GetID(), EActivation::DontActivate);
  48. return floor;
  49. }
  50. Body &PhysicsTestContext::CreateBody(const ShapeSettings *inShapeSettings, Vec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation)
  51. {
  52. BodyCreationSettings settings;
  53. settings.SetShapeSettings(inShapeSettings);
  54. settings.mPosition = inPosition;
  55. settings.mRotation = inRotation;
  56. settings.mMotionType = inMotionType;
  57. settings.mMotionQuality = inMotionQuality;
  58. settings.mObjectLayer = inLayer;
  59. settings.mLinearDamping = 0.0f;
  60. settings.mAngularDamping = 0.0f;
  61. settings.mCollisionGroup.SetGroupID(0);
  62. Body &body = *mSystem->GetBodyInterface().CreateBody(settings);
  63. mSystem->GetBodyInterface().AddBody(body.GetID(), inActivation);
  64. return body;
  65. }
  66. Body &PhysicsTestContext::CreateBox(Vec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, Vec3Arg inHalfExtent, EActivation inActivation)
  67. {
  68. return CreateBody(new BoxShapeSettings(inHalfExtent), inPosition, inRotation, inMotionType, inMotionQuality, inLayer, inActivation);
  69. }
  70. Body &PhysicsTestContext::CreateSphere(Vec3Arg inPosition, float inRadius, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation)
  71. {
  72. return CreateBody(new SphereShapeSettings(inRadius), inPosition, Quat::sIdentity(), inMotionType, inMotionQuality, inLayer, inActivation);
  73. }
  74. void PhysicsTestContext::Simulate(float inTotalTime, function<void()> inPreStepCallback)
  75. {
  76. const int cNumSteps = int(round(inTotalTime / mDeltaTime));
  77. for (int s = 0; s < cNumSteps; ++s)
  78. {
  79. inPreStepCallback();
  80. mSystem->Update(mDeltaTime, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, mJobSystem);
  81. }
  82. }
  83. void PhysicsTestContext::SimulateSingleStep()
  84. {
  85. mSystem->Update(mDeltaTime, mCollisionSteps, mIntegrationSubSteps, mTempAllocator, mJobSystem);
  86. }
  87. Vec3 PhysicsTestContext::PredictPosition(Vec3Arg inPosition, Vec3Arg inVelocity, Vec3Arg inAcceleration, float inTotalTime) const
  88. {
  89. // Integrate position using a Symplectic Euler step (just like the PhysicsSystem)
  90. Vec3 pos = inPosition;
  91. Vec3 vel = inVelocity;
  92. const float delta_time = GetSubStepDeltaTime();
  93. const int cNumSteps = int(round(inTotalTime / delta_time));
  94. for (int s = 0; s < cNumSteps; ++s)
  95. {
  96. vel += inAcceleration * delta_time;
  97. pos += vel * delta_time;
  98. }
  99. return pos;
  100. }
  101. // Predict rotation assuming ballistic motion using initial orientation, angular velocity angular acceleration and time
  102. Quat PhysicsTestContext::PredictOrientation(QuatArg inRotation, Vec3Arg inAngularVelocity, Vec3Arg inAngularAcceleration, float inTotalTime) const
  103. {
  104. // Integrate position using a Symplectic Euler step (just like the PhysicsSystem)
  105. Quat rot = inRotation;
  106. Vec3 vel = inAngularVelocity;
  107. const float delta_time = GetSubStepDeltaTime();
  108. const int cNumSteps = int(round(inTotalTime / delta_time));
  109. for (int s = 0; s < cNumSteps; ++s)
  110. {
  111. vel += inAngularAcceleration * delta_time;
  112. float vel_len = vel.Length();
  113. if (vel_len != 0.0f)
  114. rot = Quat::sRotation(vel / vel_len, vel_len * delta_time) * rot;
  115. }
  116. return rot;
  117. }